quadrazidDarude's classic 100% scripted in Half-life
Spamming buttons (use, flashlight, weapon selection) to create tones with the framerate as frequency. Simultaneous tones with different frequencies are made by using the least common multiple of the tones as framerate. Then input each fps/hz’th frame. Some is slightly out of tune in order to get a smaller and more reasonable LCM. The “stopsound” command is used to get abrupt end of the tones. Removing any rest of the actual sound. Some sounds cannot be made while reloading or switching weapon, hence the drop.
A lot of actions is not visible in the in the video because the game fps is as much as 4620 and the video is captured only at 60 fps.
It started with some simple monophonics by converting midi » csv » hltas. When I found out that I actually could make polyphonic songs. I left hltas and used the original HL scripting instead, based on the wait table previously used for scripts in speedrunning. The lovely Darude – Sandstorm was the obvious choice for this project.
Darude - Sandstorm scripted in Half-lifequadrazid2020-12-27 | Darude's classic 100% scripted in Half-life
Spamming buttons (use, flashlight, weapon selection) to create tones with the framerate as frequency. Simultaneous tones with different frequencies are made by using the least common multiple of the tones as framerate. Then input each fps/hz’th frame. Some is slightly out of tune in order to get a smaller and more reasonable LCM. The “stopsound” command is used to get abrupt end of the tones. Removing any rest of the actual sound. Some sounds cannot be made while reloading or switching weapon, hence the drop.
A lot of actions is not visible in the in the video because the game fps is as much as 4620 and the video is captured only at 60 fps.
It started with some simple monophonics by converting midi » csv » hltas. When I found out that I actually could make polyphonic songs. I left hltas and used the original HL scripting instead, based on the wait table previously used for scripts in speedrunning. The lovely Darude – Sandstorm was the obvious choice for this project.
What song would you like to hear next?Residue Processing & Questionable Ethics TAS commentaryquadrazid2024-02-19 | Commentary about the Residue Processing 46.611, Questionable Ethics 53.042 TAS
Residue Processing 20,00 seconds faster than the old TAS (2020) youtu.be/AEdRfDrtyiw Questionable Ethics 32,45 seconds faster than HL21 (2014) youtu.be/VtI5HM7GVGY
Thanks to yuu for helping out with testing, Khang for converting the music, YaLTeR and friends for continious work on bxt.
Thanks to @execut4ble for voice over.Collecting the datacore Antidotequadrazid2023-03-15 | Obtaining the one item_antidote in the entire Half-Life game. Supposedly cut content only to be found on deathmatch map datacore.bsp
Using really high fps to make it fall slower to catch it in time.
CombineWiki: The antidote canister, also known as the anti-toxin syringe, was to cure the player from the effects of blood poisoning and nerve gas. Although unused, it was largely implemented and can be spawned and used in the final game
TWHL: After some testing, the antidote seems useless on nerve gas because of how fast it damage and "wear off" on the player. It does however reduces the poison effect from 6 "damage ticks" to 3 "damage ticks".
Main video: youtu.be/LNfGNFmYkuU Mega slowmo: youtu.be/R0T6HaJTD3o[TAS] Half-Life Lambda Core in 1:00.860quadrazid2023-02-15 | Tool-assisted speedrun using the Steam version of Half-Life (6153) (uncapped FPS, capped bhop) on Windows with default server settings on easy skill.
Water glitch on sourceruns discord discord.com/channels/83636399521165312/123857506891071490/810561630294638605Lambda Core - gauss worldspawn skip conceptquadrazid2022-06-23 | getting stuck in the tripmine above the water surface so that gauss still works accumulate speed turn valve to get a ramp unleash and collide with valve with a frame of 1000fps, then skip the walls up to the teleporter room with a frame of 20fps
could probably get both horizontal and vertical boost from selfgauss rather than colliding with the valve. but it would still require a tripmine and 15 quickgausses (2,5s+7,5s) so it wouldn't save time. a quite time consuming technique depending on the wall thickness but maybe useful elsewhere?
hltas pastebin.com/DrcMM3Fn[TAS] Forget About Freeman! in 10.786squadrazid2022-05-27 | First good use of worldspawn skipping. Cutting the chapter time down to We've Got Hostiles and Power Up tier.
This is a tool-assisted speedrun using the Steam version of Half-Life (6153) (uncapped FPS, capped bhop) with default server settings and easy skill.
lambda core - water pipe skip 4s - (lambda core water into teleporter room 8s)Doom in Half-Lifequadrazid2022-04-06 | Doom OST: E1M1 - At Doom's Gate
e1m1 midi file converted to hltas and running HL set up as close to Doom as I could. Classic joystick movement. Note that I could only use +attack2 while the script was executing the "slot2" music.
e1m1.hltas pastebin.com/eqtUW6qN doom.cfg pastebin.com/4D7wUR99[TAS] Half-Life - Surface Tension in 1:00.839quadrazid2022-03-17 | This is a tool-assisted speedrun through the Surface Tension chapter using the Steam version of Half-Life (6153) (uncapped FPS, capped bhop) with default server settings. Utilizing the quickgauss glitch. Planned as a part of a big picture full game TAS with the possibility to be joined.
Quickgauss • Start charging a load with gauss secondary fire • Save/load the game • Receive a full recoil and damage load from just 1 ammo cell in 0,5 seconds
Roughly, because this is only true if server time has passed 4. When you enter a new map the server time is 1 and starts counting up in seconds. The server time will equal the time the game thinks you have charged the gauss for after saveloading. Take a look at the quickgauss HUD and read more about the glitch here: jwchong.com/hl/weapons.html#quickgauss
The realization of the “full game tas” is slowly put together. With great help from yuu / eddio 0141 most of the game is planned out up to about Xen. Head over to Sourceruns #goldsrc-tas and start TASing discord.gg/4ubdEDnV
At the first glimpse this might just look like a series of repetitive quickgauss boosting. But the truth is that the underlying details for this is my most ambiguous TAS project to date. Due to little time on my hands the project spanned from july-march with a total time still of well over 100h. It was a great fun challenge with Surface Tensions complex maps structure along with the relatively low knowledge of the quickgauss glitch. Many new features in bxt showed up along the way. Most notably using another game client for a 100% accurate simulation and a new automatic bruteforce optimizer. Sadly the latter could not be used much for the nature of quickgaussing.
The second part of the video features unedited x0.2 slow motion capture with extra HUDs, visible triggers and unhidden entities.
Footage of the hltas execution captured live with bxt-rs: github.com/YaLTeR/bxt-rs As always, a big thanks to @YaLTeRz and friends.Half-Life - Entity skippingquadrazid2021-08-26 | 0ms pushable boosting under water to skip past entities [OUTDATED. See youtu.be/rvpA3s8TZ9o ]
I just recently found out that the game has optimization mechanics that caps the collision tracing of entities to 256 units in each direction. Meaning that just like skipping triggers, with high enough speed to get past the trigger area in one frame so the trigger never was touched, you could also skip entities (all non-worldspawn brush- and point-entities like func_door, func_wall, enemies...) Apparently this was known years ago and brought up by speedrunner Proto. However no successful tricks was made.
With some math the problem is apparent. The player width is 32 units and the lowest physics rate is 20 fps or 50 ms. To skip a 1 unit trigger in 50 ms, only 660 ups is required. To skip a 256+1 unit entity in 50 ms, 5780 ups is required.
Since the game instantly caps to 2000 ups with sv_maxvelocity 2000, even the thinnest entities seems impossible(?) to skip. In water however, the maxvelocity cap isn't applied for some reason. And pushables used with 0ms frames can get you up to millions of ups. So it's actually possible to skip entities provided the rare circumstances of both water and pushables exist near the entity you want to skip.
At Pit Worm's Nest, the water level is below the desired door. So during the 1 ms frame of 700000 ups I collide with a slanted box to redirect the velocity up towards and lastly behind the door. All this in 1 ms frame while the game still thinks I'm crouched in water. Travelling at 700 000–1 500 000 ups in 1 ms is visually a teleport making it hard to follow. It took 2 hours of fine tuning to get the position and angles right.
Because of the extreme precision and amount of FPS required, it's pretty much a TAS only strategy possible only on the Steam versions.
0:00 New game Even if it's possible to get out of the tram during Black Mesa Inbound, almost the entirety of the events are still triggered as the func_tracktrain reaches its path_track waypoints. 1:15 Tram shortcut The first two trigger_changelevels are supposed to be triggered by the player. The second one can be triggered before the tram gets there and as long as the tram ends up inside the world, it will check for the closest path_track and get to it straight through the wall and saving about 0,6s. this doesn't work at the first changelevel as the paths are placed more ambitiously. However all the trigger_changelevels during BMI got the rare properties USE only flag unchecked. Meaning that even if they are placed 'out of reach' and supposed to be triggered only by the tram, they can still be triggered by player touch. 2:45 Leaving tram I'm waiting for the tram to trigger the third changelevel as supposed. It will change level wherever the player is located. I use this to reposition myself to a spot where the maps are overlapping and end up at the end of the next map. And it just so happens that the next trigger_changelevel is conveniently located in the ceiling where I end up. Making it possible to trigger yet another changelevel within frames. After a precise drop down the hole I'm making a crouched edge bug on the rail to a standing landing on the ground to minimize the fall height. Then a 29fps frame just before reaching the ground to avoid the 6hp fall damage. Since the pushables are in water/acid the game assumes the player is as well. Making it possible to use them even when not standing on the ground. So from the air I use it for 60 0ms frames to instantly achieve a max velocity boost on the XY axes. Using the boosted speed to make a very precise slope launch into the next changelevel. It gotta be high enough to reach the trigger and too high would hit the ceiling making it hard to reach back to the catwalk. A 4 fps frame is used to trigger barney 0,249s earlier. Another thing here is that if you don't trigger barney fast enough, he will start his scripted sequence towards the tram door instead. Lowering fps again for barney to instantly face button and yet again to make the doors open 0,249s earlier. As I slip into the door I use a 20fps frame to save 50 frames of ground friction, about 150ups and 0,09s. Lastly using another 4 fps frame to trigger the changelevel sequence to c1a0. Lost a bit of speed due to ground friction during the frame but still saved about 0,2s. Another note here is that I gotta save and load before the changelevel in order to make it possible. I'm guessing this is because I previously spawned inside a trigger_changelevel which makes the game lock the possibility of further changelevels to prevent a loop.
Unedited live captured footage of the hltas execution with bxt_hud_scale 2 using: github.com/YaLTeR/bxt-rs A big thanks to @YaLTeRz for creating these tools and yuu for bxt_hud_entity_info improvement.
Map times from ordinary tramming, the 2014 segmented run and the TAS: map tram seg TAS c0a0 38.57 39.77 39.219 c0a0a 43.38 37.67 38.092 c0a0b 86.32 80.03 91.284 c0a0c 66.86 66.36 0.004 c0a0d 54.79 54.47 7.111 c0a0e 66.02 20.75 24.871 Tot. 5:56 4:59 3;20.581[TAS] Half-Life - Apprehension train v2quadrazid2021-03-11 | A remake of an old TAS of mine youtu.be/cB5Nzid819M This time on default Steam version, new FPS tricks and improved reference.
Exploring the opportunity of combining unlimited velocity under water and 0ms frame object boosting. With 0ms you actually have frames enough to reach the insane speeds without interruptions. I noticed speeds well over 100k ups. And since there seems to be no velocity limitation/axis under water, any desired horizontal angle can be used without being forced into diagonal velocity that typically happens in non-water environment. Using a 4 fps trick on the rotating doors. The door starts to open at the start of the frame even though you don't reach and touch the door until the end of the frame. Saving nearly the full frametime of 249ms compared to 1000 fps.
FPS values used: 4 - door openings 20 - water entry 100 - edgebug 1000 - strafing 10000000000 - ducktaps and object boosting
Timings: 12,260 under water 41|0 12,424 tram route 85|15 13,9 old water route TAS
The result speaks for itself; only 0,164s faster with a great loss of health. Worth noting is that going in the water all the way until the grenade boost is about 0,2s slower than going up the stair. But this was the way I found to work without any armor for minimun damage.
Trivia: The train HUD shows only three of the actual four gears.[TAS] Half-Life - grenades in Unforeseen Consequencesquadrazid2021-02-01 | Showcasing a scientist clip to get the grenades faster and new 0ms discoveries
Steam version (uncapped FPS, capped bhop) with default server settings.
0:00 Scientist clip 0:27 Direct route + new boost 0:39 Third person 1:04 Scientist clip slow motion 4:45 Direct route slow motion
During the creation of this I found more beneficial use of 0ms object boosting. Normally you need to be able to push the pushable in the direction of your desired boost. With 0ms however the pushable doesn’t have time nor need to move at all, making it possible to boost in any direction even with pushables that is either shoved against a wall or placed stuck outside the world by the developer. The boosts at 3:14 and 6:05 could both be implemented in the same run, but I discovered too late and didn't bother to redo.
This is an experimental showcase route for entertainment purpose that is not likely to be any faster than getting grenades in Office Complex unless new strategies are found. With the grenades you could: - gib headcrabs in OC vent. Saves only about 1,2s since you got to cook the grenade from map start - killing crab and box before first stair could save up to 0,5s - a 20dmg boost could save 0,3s in the hallway before barney - potentially use OC barney in a faster manner
Collecting the early grenades took 5,336s extra so it all depends on how fast OC barney can be made with the grenades already acquired. Getting the grenades at barney took about 4s in HL21, but that can obviously be improved a lot in a TAS.
The footage is captured live from the hltas execution with a under development build of bxt-rs. A big thanks to YaLTeR for the tools and support. The slow motion is captured at 500 fps played back at 60 fps. A rather slow x0,12 rate to be able to see the object maneuvering.
c1a1b start to barrel 4,746 bring scientist to scanner before barrel 1,940 direct to barrel +2,806
c1a1b zombie 9,130 zombie trigger to zombie hole with grenades 6,600 zombie animation +2,530 +5,336 total
Sewer 3,182 crab obbo 3,409 direct bunnyduck -0,227
Zombie hole to c1a1c barrel 0,675 zombie gib 0ms barrel boost 1,446 direct ducktap route -0,771[TAS] Half-Life - Residue Processing showcasequadrazid2020-09-17 | Trying out some new tricks and routes with BXT TAS editor.
Long time since my last video. The reason I'm back is that I noticed YaLTeR releasing a new Bunnymod XT version featuring a in-game TAS editor. Can't believe how far the development have come! Watch the TAS editor introduction here: youtu.be/viSzM2d4Ff0 Bunnymod XT: github.com/YaLTeR/BunnymodXT/releases hltas script: pastebin.com/GHJGyR8h
Steam version (uncapped FPS, capped bhop) with default server settings.
The run is using several precise FPS changes: First off lowering FPS to 4 to escape the teleportation trigger, enables you to head back for collection (thanks to EddWardG/mxpph for the trick). The weapon strip happens on trigger touch while teleportation happens first one frame after touch. With the long frame time of 4 FPS (0,25s), it's possible to get out of the trigger before teleportation executes. With more tweaking this can probably be done with higher FPS to save time. After the grenade boost, a 20 FPS frame the earliest possible before landing. Resulting in 1 instead of 10 fall damage. The stacked boxes are stuck. I use a 20 FPS frame to unstuck them before being able to object boost. Then there is the first showcase ever of 0ms object boosting and 0ms duck spam in push triggers. 0ms meaning sky-high about 10000000000 FPS which in practice is no time at all. I came up with this because it was the only way to make the object boost at the upwards belt possible. With 0ms boost I could achieve desired boost before the slope sent me flying vertical. This is vital because pushables cannot be used when player is not on ground. For push trigger duck spamming, it's mostly simply getting all the boost in 0ms (instead of 27 frames at most at 2800ups boost before fire). But also making it possible to get all the speed at the very edge of the trigger, making some moves more potential. Reach most height, avoid collision etc. A 20fps frame was used for every water entrance at the very last frame in air to avoid water friction for longer, saving up to 0,081 at the biggest drop.
Other notes: Depending on how much HP/AP you need to take during capture scene, you could also take barneys 9mm handgun. It could be used to break boxes and save about 0.185s at the upwards belt obbo and most likely be helpful later in the game as well. To prevent fall damage down the drain after getting the crowbar, I tried both jump bug and edge bug but wall bug just above ground turned out fastest. Meaning strafing into a wall not parallel to X nor Y plane and getting stuck. Using duck spam in push trigger out of the pipe above HL21 style turned out slower. 200ups more but breaking to set it up made it overall slower. I had to use the opportunity that max velocity (2000ups/axis) doesn't seem to apply under water in order to be able to make the new Magnum route possible. The push trigger boost is at about 2600 ups, 2000 would not be enough due to the high friction in water.
While the in-game TAS editor saved a lot of time to create sections of pure movement, complex runs like this still spend a ton of time in the text editor. YaLTeR himself estimated 40 minutes of work per second of gameplay on average, which is 5 times more than HLKZ map TASes.
Due to an initial mistake, the run doesn't use 0ms frame ducktaps for bunnyducking. The grenade boost isn't perfected due to RNG trouble and slow computer/slow execution times, so I let it be to keep motivation.
Upwards belt: 2,802 object boost 2,868 ducktap belt
Magnum section: 1,982 skipping 3,743 new route 5,528 ordinary routequadrazid Live Streamquadrazid2018-03-13 | ...Counter-Strike: Condition Zero Deleted Scenes - DrugLab speedrunquadrazid2016-11-28 | DrugLab IL in 2:51 by coolkid 1:36 (35.96%) faster than marshmellow
IL (Individual Level) run means that this video was done in one go without using any kind of saves.
Author's comments: Nice run! I do get stuck a few times but this is a hard level. The final fight and RC bomb gave me a lot of grief in my past attempts but it went surprisingly well this time (you can't move out until the soldier has done his wave motion or else the hostage will block them). The scout makes you move faster than normal walking speed even though marshmallow denied that guns affect your running speed, oops. I skip planting one RC bomb by jumping over the ledge and no, you can't jump down to the hostages without breaking the stairs because if you do the game won't spawn the soldiers on the next map which makes the level unbeatable.Barney the Movie: Barney on Miami Beachquadrazid2016-05-23 | A tribute to all of ours favorite character, Barney Calhoun.
At last, the start of the long awaited and highly demanded Barney the Movie series. Created with prefabs from gamebanana and self made custom maps in VHE.
Author's comments: This level was surprisingly fun to run. The gas skip saves about a minute compared to marshmallow's route. Normally the guard will alert his friends if he sees you at all but if the guard spots you from a certain distance you can just run past him! Lovely AI. I believe the way I manipulate him in this demo is the most optimal way of doing it. I lost two seconds at the very end due to me not reloading my TMP before I engaged the "boss", doh![TAS] Opposing Force - Pit Worms Nestquadrazid2016-04-07 | Opposing Force WON 100fps TAS experiment.
4,55 seconds faster than the segmented 19:23 speedrun, 30% faster excluding the time scripted sequence.
This was made early November 2015. Uploading now due to the lack of new material.
Trying out BXT TAS on a kz map. This TAS focus on the two main shortcuts. The execution itself lacks the last ounce of optimization due to the effort needed which I wasn't ready to offer. While not being frame perfect, I doubt any drastic improvements can be made. Before creating this route, I tried to use the start button slope to get straight from the start to end. But the button angle is just too steep to get enough height.
All settings on default* and 100 fps.
*EXCEPT cl_sidespeed, which was modified. This was done ONLY for making the TAS watchable and is NOT required to achieve the exact same time: it is possible using W-only, A-only, S-only or D-only strafing.
Done on Windows on the latest Steam Counter-Strike 1.6 using a special version of Bunnymod XT from the cs branch of its github repository which is experimental and most likely won't be released (but you can compile one yourself!). Bunnymod XT is an injection tool that is used for TASing things, it has functionality such as perfect strafing (calculating the player angles and inputs), automatic jumping and ducktapping and alike. Everything is done on the client side by invoking console commands (such as +forward, +left, etc.), which you can actually see in the demo yourself by using some demo exploring utility.
Kelly Bailey - Space Ocean (Echoes of a Resonance Cascade)Lets play Half-Life... UPSIDE DOWN (Part IV)quadrazid2015-10-22 | The borderworld, Xen.
Sit back and share a relaxing evening with the whole family as you click your way into the realm of Half-Life, brought to you by yours sincerely, quadrazid.
The maps are not flipped. Only upside down view and reverse gravity. A big thanks to YaLTeR for modding the physical ability to walk and jump in the ceiling. dropbox.com/s/434gtp69hvtub8i/upside-down.zip?dl=0 sv_gravity -800;cl_pitchup 270;cl_pitchdown -90;m_yaw -0.022
Outro music: A*Teens - Upside Down[TAS] Counter-Strike - cs_estate Hostage rescuequadrazid2015-09-24 | Rescue the three hostages being held captive in the mansion.
This is my first and last hostage rescue TAS. To handle, or rather the lack of handle the hostage turned out to be more painful than I expected it to be.
All settings on default* and 100 fps.
*EXCEPT cl_sidespeed, which was modified. This was done ONLY for making the TAS watchable and is NOT required to achieve the exact same time: it is possible using W-only, A-only, S-only or D-only strafing.
Done on Windows on the latest Steam Counter-Strike 1.6 using a special version of Bunnymod XT from the cs branch of its github repository which is experimental and most likely won't be released (but you can compile one yourself!). Bunnymod XT is an injection tool that is used for TASing things, it has functionality such as perfect strafing (calculating the player angles and inputs), automatic jumping and ducktapping and alike. Everything is done on the client side by invoking console commands (such as +forward, +left, etc.), which you can actually see in the demo yourself by using some demo exploring utility.
Script: http://pastebin.com/j7Zxi2iS[TAS] Counter-Strike - de_nuke B rushquadrazid2015-08-28 | The Terrorist carrying the C4 must destroy the nuclear missile.
TAS experiments on some of the standard 1.6 maps... Some maps are suitable for rushes, like Nuke. Unlike Dust2 and other maps where CT simply have too big advantage in terms of distance. But it's always nice to enter the game quickly anyway, like on Assault. The closest located spawn point is used throughout.Got any ideas for other possible TAS tricks? Let me know in the comments.
All settings on default* and 100 fps.
*EXCEPT cl_sidespeed, which was modified. This was done ONLY for making the TAS watchable and is NOT required to achieve the exact same time: it is possible using W-only, A-only, S-only or D-only strafing.
Done on Windows on the latest Steam Counter-Strike 1.6 using a special version of Bunnymod XT from the cs branch of its github repository which is experimental and most likely won't be released (but you can compile one yourself!). Bunnymod XT is an injection tool that is used for TASing things, it has functionality such as perfect strafing (calculating the player angles and inputs), automatic jumping and ducktapping and alike. Everything is done on the client side by invoking console commands (such as +forward, +left, etc.), which you can actually see in the demo yourself by using some demo exploring utility.
A whole new perspective to enjoy Half-Life all over again.
The maps are not flipped. Only upside down view and reverse gravity. A big thanks to YaLTeR for modding the physical ability to walk and jump in the ceiling. dropbox.com/s/434gtp69hvtub8i/upside-down.zip?dl=0 sv_gravity -800;cl_pitchup 270;cl_pitchdown -90;m_yaw -0.022
Since the view is upside down a few physics behave like I'm upside down or reversed. That's why I'm clumsy on ladders and doors open against me.
The health door wasn't truly needed for this part. That's why I abuse the health sparingly. It was taken only with Xen in mind.
8:00 Fastfire quicksave to detonate satchel w/o delay 13:39 Snarks will get stuck if putting it down while standing on the skybox. Gotta get on from above 14:35 The satchel takes out the lethal sniper 16:01 Putting a tripmine to stop the horizontal velocity after object boost. Shooting it for damage boost to get up all way 16:15 Leaving the map just in time to cancel out the respawn for failing 20:19 Ignore the gap. Save file error 24:25 Gotta be jumping to be close enough for Barney to follow 28:25 Tried to Gauss boost on the slopes but it got invisible edges 32:20 dl.dropboxusercontent.com/u/9297051/HL/gluon.JPG
Xen is currently under progress. The full version will later be purchasable through Steam.
Outro music: A*Teens - Upside DownHALF-LIFE 21 - 2 000 000 VIEWSquadrazid2015-08-11 | Celebration of the two million youtube views
Music by Kelly Bailey - [Half-Life #24] Credits / Closing Theme (Tracking Device) Dancing by DHQ Fraules, Major Lazer - "Watch out for this"Swedish HLDM Mafiaquadrazid2015-08-02 | quadrazid vs. coolkid Score limit: 100 Map: crossfire
The tightest shit of rusty HL nabs at LAN MaxHack2K15. Cameraman: FELip
Fire feler - Va det je hell va det du, valsLets play Half-Life... UPSIDE DOWN (Part II)quadrazid2015-04-26 | Half-Life with extra twist
A whole new perspective to enjoy Half-Life all over again.
The maps are not flipped. Only upside down view and reverse gravity. A big thanks to YaLTeR for modding the physical ability to walk and jump in the ceiling. dropbox.com/s/434gtp69hvtub8i/upside-down.zip?dl=0 sv_gravity -800;cl_pitchup 270;cl_pitchdown -90;m_yaw -0.022
Since the view is upside down a few physics behave like I'm upside down or reversed. That's why I'm clumsy on ladders and doors open against me.
Not that many challenges compared to part I. But still an interesting play. I would have like to play through the Power Up chapter. But in order to use a train you gotta be standing on it. Which is pretty hard under this condition. I find no way to pass the trash compactor and the following chapter Residue Processing is packed with impossible areas anyway.
Part III will start at Questionable Ethics and will be bundled together with Half-Life 3.
Outro music: A*Teens - Upside DownAG TDM cold facesquadrazid2015-04-20 | ...Lets play Half-Life... UPSIDE DOWN (Part I)quadrazid2015-03-22 | A whole new perspective to enjoy Half-Life all over again.
Dedicated to ILoveFPS1
The maps are not flipped. Only upside down view and reverse gravity. A big thanks to YaLTeR for modding the physical ability to walk and jump in the ceiling. dropbox.com/s/434gtp69hvtub8i/upside-down.zip?dl=0 sv_gravity -800;cl_pitchup 270;cl_pitchdown -90;m_yaw -0.022
Since the view is upside down a few physics behave like I'm upside down or reversed. That's why I'm clumsy on ladders and doors open against me.
The "drop" down to the .357 Magnum is too high to reach with a 99dmg boost. Making it the first impossible obstacle. Everything was made with default server settings except the testchamber sample boost that used 100aa to curve into another slope. Which I still believe is possible on default settings.
Outro dedicated to coolkid. Music: A*Teens - Upside DownHalf-Life: Hazard Course in 2:49 by coolkidquadrazid2015-03-15 | Scriptless single-segment speedrun by coolkid on version 1.1.0.7
Solid Base - Mirror Mirror[TAS] Blast Pit / On A Rail - OoB routequadrazid2014-12-05 | Demonstration of a neat Out of Bounds route. Changelevel delay to OoB, EB Changelevel delay from OoB to just in front of the Power Up trigger Changelevel delay to Power Up, JB, object boost Slopeslide on track to gain speed from the fall Duck/jump combination to minimize damage from the electric water
There's only five maps in Half-Life on which you can move out of bounds. Here's one example where it could be used to save time. It's hard to estimate if it would save in the long term because of the lost weapons (see link below). This TAS is a bit rough on parts but still gives a good idea of the route. Shotgun could be taken pretty fast from the dying grunt beside the rail on c2a2c, bringing pushables while waiting for him to die. And the mp5 could be taken on c2a2e at the same place as HL21. So the worst loss would be the crowbar which is really useful to break the medkit boxes on c2a3d. But it sure is worth to consider.
There is also a glitch OoB that if you duck, you'll get stuck forever. Thus jumpbug was no alternative to the edgebug out there.
Down in the water I believe I got the minimal damage loss possible. 3 ticks on c2a2, and 1 tick on c2a2a (c2a2 deals 5dmg/tick, c2a2a deals only 2dmg/tick). That's 2 ticks less than HL21.
The very last clip might be an alternative to getting the medkits.
Using HL21 for comparison, this TAS is roughly this much faster: Start to Power Up: 9.1s Power Up to climb spot: 1.7s Climb spot to ladder: 1.0s Start to ladder: 11.8s
OoB movable maps: c1a4d c1a4e c1a4g c1a4j c2a4[TAS] Lambda Core - c3a2quadrazid2014-11-29 | Entering from the HL21 save, leaving 4.35s sooner. New scientist strat by coolkid as well as a table boost that I wasn' table to use in HL21. Pretty ammo efficient as well while also getting 20 extra cells from the Gluon Gun.
Got any ideas about similar tests?Velocity - Temple in 24.3quadrazid2014-11-03 | This game is work in progress. Try it out. Free download http://theasuro.blogspot.de/p/stuff.html
Shirobon - AvalancheCounter-Strike - as_oilrig VIP Escape!quadrazid2014-10-29 | Background: The most important criminal witness in history has been hiding out on an oilrig as part of a witness protection program. But word is that his location has been discovered. A transport helicopter has been sent in to move the witness to a new location.
Counter-Terrorists: Protect the VIP at all costs. Escort him topside to the helicopter.
Terrorists: Eliminate the VIP before he escapes.
Thanks to: coolkid, Spider-Waffle, Jull3E, CRASHFORT, Wyatt, Waldo, Josh and Yogi. Trivia: The bot jumping from the roof performes an edge-bug upon landing.Quake dmc2m2 ER 0:24quadrazid2014-10-09 | New route beating Elgu by 2 secHL changelevel delay: weapon transition area demonstrationquadrazid2014-09-14 | Most trigger_changelevel delay shortcuts turns out useless when the weapons won't transfer. To find out if they do, the trail and error method works just fine in most cases. But there is a way to actually see the transition area where the level change will work. Thus minimizing the risk to miss a potential shortcut. Read more...
// Follow the linked list of entities in the PVS of the transition landmark edict_t *pent = UTIL_EntitiesInPVS( pLevelList[i].pentLandmark );
Simply put, the working transition area is the PVS (http://en.wikipedia.org/wiki/Potentially_visible_set) active from the POV of the landmark. To render the PVS you gotta make the walls transparent by switching to software mode and set "r_draworder 1" or simply use a wallhack. Landmarks can be rendered to a battery or any other model by setting "sv_info_landmark_display 1" with http://wiki.sourceruns.org/wiki/Bunnymod_Pro
If it's hard to tell even after having landmark and PVS visible. You can put out extra entities like satchels to give you PVS visibility even in the air or other places with though conditions. If the changelevel is using a trigger_transition, only the trigger_transition area will work for proper transition. The PVS won't matter in that case.
Big thanks to Maverick for figuring all this out.Marshmallow Duel - World Championshipquadrazid2014-09-13 | The best Duel. Meet the top Marshmallow Duel fighters in the world: Jull3E, coolkid, FELip, quadrazid
bunnyrace dedicated to bloodvez hlspbunny demo: dl.dropboxusercontent.com/u/9297051/HL/hlback.rarHL21 mindbenderquadrazid2014-07-16 | Stretching your mindHalf-Life Crossfire Lamp Jumpquadrazid2014-06-08 | Half-Life Adrenaline Gamer Crosslamp trick A leet goodie from Aug 2011Half-Life 21 - c1a0quadrazid2014-05-01 | quadrazid crashfort blasdfa pruno
Short story about c1a0; When crash and I decided to remake the suit room, we agreed to remake it all the way from the beginning. Crash could not beat my first take from early 2012 (top left) so I invited other pro bhoppers. Blasdfa got some really good time but crashed into the wall towards the end (bottom left) ruining the start for next segment. Then pruno joined in and got the times down even further. But slightly poor exit speed rendered the improvement nullified (bottom right). But since it had a better look I decided to use it. Crashfort refused to be beaten and made further attempts (top right) smashing all the previous demos with superior time and exit speed matching my initial demo.